/****************************************************************************

Force Engine v0.5

Creado: 28/03/08
Clase: Entity2D.inl
Hecho by: German Battiston AKA Melkor

****************************************************************************/

//---------------------------------------------------------------------------
inline void Entity2D::SetPosX(float fX)
{
	m_fX = fX;
}
//---------------------------------------------------------------------------
inline void Entity2D::SetPosY(float fY)
{
	m_fY = fY;
}
//---------------------------------------------------------------------------
inline void Entity2D::SetPosZ(float fZ)
{
	m_fZ = fZ;
}
//---------------------------------------------------------------------------
inline void Entity2D::SetRotationZ(float rotationZ)
{
	m_fRotationZ = rotationZ;
}
//---------------------------------------------------------------------------
inline void Entity2D::SetPosXY(float fX, float fY)
{
	m_fX = fX;
	m_fY = fY;
}
//---------------------------------------------------------------------------
inline void Entity2D::SetPosXYZ(float fX, float fY, float fZ)
{
	m_fX = fX;
	m_fY = fY;
	m_fZ = fZ;
}
//---------------------------------------------------------------------------
inline void Entity2D::SetDim(float fW, float fH)
{
	m_fW = fW;
	m_fH = fH;
}
//---------------------------------------------------------------------------
inline void Entity2D::SetMovingSpeed(float fMovingSpeed)
{
	m_fMovingSpeed = fMovingSpeed;
}
//---------------------------------------------------------------------------
inline void Entity2D::SetMovingAngle(float fMovingAngle)
{
	m_fMovingAngle = fMovingAngle;
	m_fMovingAngleRad = fMovingAngle * PI / 180.0f;
}
//---------------------------------------------------------------------------
inline void Entity2D::SetMovingAngleRad(float fMovingAngleRad)
{
	m_fMovingAngleRad = fMovingAngleRad;
}
//---------------------------------------------------------------------------
inline void Entity2D::SetMoving(bool bMoving)
{
	m_bMoving = bMoving;
}
//---------------------------------------------------------------------------
inline float Entity2D::GetPosX() const
{
	return m_fX;
}
//---------------------------------------------------------------------------
inline float Entity2D::GetPosY() const
{
	return m_fY;
}
//---------------------------------------------------------------------------
inline float Entity2D::GetPosZ() const
{
	return m_fZ;
}
//---------------------------------------------------------------------------
inline float Entity2D::GetRotationZ() const
{
	return m_fRotationZ;
}
//---------------------------------------------------------------------------
inline float Entity2D::GetMovingSpeed() const
{
	return m_fMovingSpeed;
}
//---------------------------------------------------------------------------
inline float Entity2D::GetMovingAngle() const
{
	return m_fMovingAngle;
}
//---------------------------------------------------------------------------
inline float Entity2D::GetMovingAngleRad() const
{
	return m_fMovingAngleRad;
}
//---------------------------------------------------------------------------
inline void Entity2D::SetName(std::string kName)
{
	m_kName = kName;
}
//---------------------------------------------------------------------------
inline float Entity2D::GetDimHeight()
{
	return m_fH;
}
//---------------------------------------------------------------------------
inline float Entity2D::GetDimWidth()
{
	return m_fW;
}
//---------------------------------------------------------------------------
inline const std::string& Entity2D::GetName() const
{
	return m_kName;
}
//---------------------------------------------------------------------------
inline bool Entity2D::GetMoving()
{
	return m_bMoving;
}
//---------------------------------------------------------------------------
inline float Entity2D::GetPrevPosX() const
{
	return m_fPrevX;
}
//---------------------------------------------------------------------------
inline float Entity2D::GetPrevPosY() const
{
	return m_fPrevY;
}
//---------------------------------------------------------------------------